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blade-magic [2025/09/18 18:28] fantasyadminblade-magic [2025/09/24 17:59] (current) – [LIGHT BLADE MAGIC] fantasyadmin
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 ===== LIGHT BLADE MAGIC ===== ===== LIGHT BLADE MAGIC =====
  
 +{{ :708ca80e4606463486054c1d7656e8b5.jpg?400|}}
 ==== BLADE OF DETECTION ==== ==== BLADE OF DETECTION ====
  
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   * Long Range: 53-83 cms   * Long Range: 53-83 cms
  
 +
 +----
 +
 +===== EQUILIBRIUM BLADE MAGIC =====
 +
 +==== BLADE OF SHARPNESS ====
 +
 +**COST: 50**
 +
 +Weapons possessing this property cut through all
 +normal (but not magical) armour as if it were one
 +armour type below its actual class. Thus mail and
 +plate becomes chainmail, and chainmail would
 +become leather. The combat modifier of non-
 +magical shields is also ignored.
 +
 +==== BLADE OF INCISION ====
 +
 +**COST: 90**
 +
 +This weapon is only available to dwarfs. Blades of
 +Incision are carefully tempered by the dwarven Rune
 +Smiths so they will cut through any armour and
 +once forged are jealously guarded by the dwarfs. All
 +targets of this weapon, that do not have magical or
 +electrum armour, are classed as being unarmoured,
 +the combat modifier for non-magical shields is also
 +ignored. Characters in magical or electrum armour
 +count as if they are only in leather armour, when
 +attacked by this weapon.
 +
 +==== BLADE OF FIRE ====
 +
 +**COST: 80**
 +
 +When drawn this blade bursts into flame. It may be
 +used to ignite any inflammable material it hits. It will
 +even burn under water. Against undead the wielder
 +of this blade gains +25% to his FCP (this benefit is
 +not enjoyed by any unit he may be leading). This
 +blade will also cause two wounds instead of one
 +against undead characters every time it hits. A Blade
 +of Fire will also act as a torch if the owner is fighting
 +underground or at night. Blades of Fire are reduced
 +to the status of normal weapons against Armour of
 +Fire Repulsion.
 +
 +==== CRYSTAL OF ACCURACY ====
 +
 +**COST: 70**
 +
 +A Crystal of Accuracy will magically enhance its
 +owners ability to cast any form of missile by adding
 +30% to the owners FFP.
 +
 +==== CRYSTAL OF FIRE ====
 +
 +**COST: 85**
 +
 +Any missiles (except bullets) cast by the owner of
 +this crystal, will automatically burst into flame as
 +they fly through the air. Such missiles will ignite any
 +inflammable material they land on, and if they hit a
 +character or monster will cause two wounds instead
 +of one. Missiles that burn with magical fire do not
 +have their FFP halved against skeletons. Missiles
 +that burn with magical fire are reduced to the status
 +of normal weapons against characters who are clad
 +in Armour of Fire Repulsion.
 + 
 +==== MISSILE OF RETURN ====
 +
 +**COST: 45**
 +
 +This magic only works on spears, axes and
 +hammers. The owner can cast his weapon at a foe
 +within 20 cm and then the weapon will magically
 +return to its owner's hand. The attack is effected in
 +the missile phase, but is conducted as if the weapon
 +were in combat with the target. The character is then
 +free to use his weapon in combat during phase ten.
 +
 +==== GIANT DOOM BLADE ====
 +
 +**COST: 65**
 +
 +This weapon discriminates against giants giving
 +the wielder a + 40% to his FCP against such foes (this
 +benefit is not enjoyed by any unit he may be leading).
 +
 +==== OGRE DOOM BLADE ====
 +
 +**COST: 65**
 +
 +This weapon discriminates against ogres giving
 +the wielder a +40% to his FCP against such foes (this
 +benefit is not enjoyed by any unit he may be
 +leading).
 +
 +==== SAURIAN DOOM BLADE ====
 +
 +**COST: 65**
 +
 +This weapon discriminates against saurians giving
 +the wielder a + 40% to his FCP against such foes (this
 +benefit is not enjoyed by any unit he may be leading).
 +
 +==== SERPENT BLADE ====
 +
 +**COST: 80**
 +
 +These blades owe their name to the winding,
 +serpent pattern that ripples across their surface.
 +Serpent blades are renowned for toughness and
 +feared for their deadly nature. The wielder gains a
 ++25% to his BCP and every hit on a living character
 +(but not undead characters) caused by a serpent
 +blade, will result in two wounds instead of one.
 +
 +==== TROLL DOOM BLADE ====
 +
 +**COST: 65**
 +
 +This weapon discriminates against trolls giving
 +the wielder a +35% to his FCP against such foes (this
 +benefit is not enjoyed by any unit he may be
 +leading).
 +
 +==== UNDEAD DOOM BLADE ====
 +
 +**COST: 70**
 +
 +This weapon discriminates against the undead
 +giving the wielder a + 40% to his FCP against such
 +foes (this benefit is not enjoyed by any unit he may be
 +leading).
 +
 +----
 +
 +===== DARK BLADE MAGIC =====
 +
 +
 +==== BLADE OF FEAR ====
 +
 +**COST: 50**
 +
 +Enemy units in combat with the wielder of this
 +weapon, suffer a - 2 morale modifier in all Morale
 +Tests that occur as a result of that combat.
 +
 +==== BLADE OF ICE ====
 +
 +**COST: 65**
 +
 +Each hit a Blade of Ice achieves on any other living
 +character causes two wounds. Blades of Ice are
 +reduced to the status of normal weapons against
 +Armour of Water Repulsion.
 +
 +==== BLADE OF TERROR ====
 +
 +**COST: 75**
 +
 +Any enemy unit within 15 cm of the bearer of this
 +weapon, that has to take a Morale Test does so with a -
 +2 morale modifier.
 +
 +==== BLADE OF THRALLDOM ====
 +
 +**COST: 90**
 +
 +Any unit under the direct control of a character
 +wielding this weapon gains a +4 morale modifier in
 +addition to the character's normal MF. However, as
 +this blade tests a unit's morale to breaking point, if
 +they fail any Morale Test while the modifier is in
 +effect, they will automatically rout, even if the result
 +is only retire.
 + 
 +==== DWARF DOOM BLADE ====
 +
 +**COST: 75**
 +
 +This weapon discriminates against dwarfs giving
 +the wielder a + 30% to his FCP against such foes (this
 +benefit is not enjoyed by any unit he may be leading).
 +
 +==== ELF DOOM BLADE ====
 +
 +**COST: 75**
 +
 +This weapon has been imbued with an abiding
 +hatred of elves, giving the wielder of this weapon a
 ++30% to his FCP when in combat with an elf (this
 +benefit is not enjoyed by any unit he may be leading).
 +
 +==== HUMAN DOOM BLADE ====
 +
 +**COST: 70**
 +
 +This weapon discriminates against humans giving
 +the wielder a + 35% to his FCP against such foes (this
 +benefit is not enjoyed by any unit he may be leading).
 +
 +==== LIFE STEALER ====
 +
 +**COST: 85**
 +
 +This is a fearsome weapon. For each character
 +slain the wielder has one wound healed. If he has no
 +wounds then the blade has no effect and players
 +should note that lives cannot be saved up against
 +future wounds. Wounds inflicted by this weapon on
 +other characters, that do not kill that character, do
 +not heal any of the wielder's wounds.
  
blade-magic.1758212884.txt.gz · Last modified: 2025/09/18 18:28 by fantasyadmin

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